Church of Aernus

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The Parish of the Sea is a place filled with chaotic and unorganized energies, the church is often in strive against itself as various sections of the church attempt to do the bidding's of the Bitch of Chaos. Many times this puts priests of different groups or churches into rivalries that at times have lead to blood shed. While the church and its ongoings are not evil, they are chaotic which often lead petitioners to see the church as evil. Those that do worship the Lady of the World, do so more out of fear than respect and admiration. Though there are those that do worship the chaotic nature of the goddess, mostly pirates and corsairs.

Contents

Hierarchy

Unlike most churches of the world, there is no true hierarchy of the Parish of the Sea. Rather, each church or temple is made up of a single high priest with many sub-priests below them. Where a single ruler unites the whole of the church in other churches, rulers unite only their local dioceses. Most churches in worship of Aernus have a full clergy hierarchy from petitioner to primarch.

Motivation and Goals

There is very little that motivates the church, they tend to the shrines at ports, and the few temples spread through out the various coastal cities of the world. Occasionally, Aernus desires to wipe a coastal village or town away from the shores that she feels is sacred to her she will employ a church to chase away the population or even "invade" the population bringing them under her rule with fear through tales of sea monsters and creatures from the depths of the sea.

Day-to-Day Activities

Most folk fear Aernus than actually respect her, not so much because she is evil or her church is evil, but mostly because of her tie to the dark, cold seas of the world. The sea for most folk, like the depths of the underworld, is a dark foreign place filled with horrific creatures. For the most part their fears are accurate as the sea does hold a wealth of horrific creatures that see the "dry" world as a place to be destroyed.

Priests of Aernus are often sought after as a standard for sea-going ships, and most make their way by selling their services to pirates, corsairs, and others that must travel the seas.

Recruiting

The church does not actively recruit new clergy, they do accept new applications from former sailors that have been saved by Aernusites and have found faith in the Lady of the World.

Rituals and Ceremonies

The most important holy days are days when great storms, hurricanes or typhoons come sweeping on shore. Ritual days traditionally occur on the first night of the full moon, and the spring equinox. On a daily basis priest are charged with praying for the safety of sailors and those that make their trade upon the seas, as well as blessing new ships in Aernus' name.

Centers of Worship

Since there is no central hierarchy of the church, there is no single great center of worship of Aernus. However, the Watch Tower on the southern shores of the the Empire of Resha, has been known for hundreds of years as the richest, largest and most influential temple in Aernus' name through out Kralis. It is a enourmous tower built of white stone that stands hundreds of feet above the red cliffs of Unthar in southern Resha.

Vestments and Garb

Clergy of Aernus tend to wear white robes with a sea green trim on the bottom edge. It is further detailed in epic scenes of sea battles stitched in sea blue thread.

Allies

Very few ally themselves to the church of Aernus except when they need to call upon her priests to bless and ensure that their warships and galleons are protected from creatures and monsters of the sea.

Enemies

There are very few that call themselves as enemies of the church or the worship of Aernus, unless of course you are a crew that has found themselves run aground or floundering out in the open sea or under attack by creatures that they sea as under the control of Aernus.

Game Information

Characters that choose to become a member of the Church of Aernus have their base Merit Point requirements increased from 1000 to 1900 per rank.

TypeHoly Order
Influence LevelGlobal
CategoryPrerequisitesBonusObligation
PetitionerDivine Knowledge, Leadership, Lore (Religion)Member of Church, Ask for Aid from other Members; Prostelyze
InitiateDivine Knowledge (85), Etiquette, Lore(Deity, Celestial), Must be Recommended by Another InitiateGain Access to Church Funds, Gain Access to Faith SpellsQuest (Vanquish a Foe), Train Petitioner (Follower)
AcolyteDivine Knowledge (122), Leadership (80), Lore (Deity, Religion, Celestial) (80), Etiquette (70)Gain Additional Priestly Training (+10 bonus to Divine Knowledge Turning), Access to Bestowed Powers of Faith, Gain Amphibious AbilityQuest (Establish a Church), Perform task from Priest
PriestDivine Knowledge (150), Leadership (90), Lore (Deity, Religion, Celestial) (104), Etiquette (85), Devoted Philosophy+20 bonus to Divine Knowledge vs. Enemies of Church; Gain Priestly Vestments, Gain Water Resistance AbilityDeclare a specific church as home base, Quests (High Priest Appointed Tasks)
High PriestDivine Knowledge (171), Leadership (120), Lore (Deity, Religion, Celestial) (110), Etiquette (115)Command of Forces of Church (Warriors, Crusaders, Knights, etc.); Gain Priestly Implement of Service, Gain Water Bubble AbilityExpand reach of Local Church - Establish 4 Churches
BishopDivine Knowledge (195), Leadership (140), Lore (Deity, Religion, Celestial) (130), Etiquette (130), Fanatic Philosophy, Cause 3 Major Enemies of Church to be defeatedCommand of 4 High Priests and their resources, Gain Become Like Water AbilityQuest (Create Holy Relic), Serve on Church High Council at least once
PrimarchDivine Knowledge (200), Leadership (160), Lore (Deity, Religion, Celestial) (160), Etiquette (160), Can only be selected by DeityControl of whole Church, Gain Flood AbilityExpand reach of Church


Turning Options

Priests of Aernus may not use Turn Humanoid or Turn Undead. They may gain two of the following in replace of these Turning Options.

Acid Blast: You are able to unleash a thin line of acidic water at a single target that is within 25' of you. This deals your Charisma Modifier in damage that ignores armor. You may use this a number of times per day equal to 1 per 2 Charisma Modifier.

Slick: You are able to cause a single 10' diameter area next to you to become slick with water. This causes any being that crosses through the area to make an Agility check at a TS of 3. Those that fail are Knocked Down. This is ineffective against huge or greater sized creatures.

Speak with Animals: You are able to speak with any non-monstrous, non-celestial animal.

Part Water: You are able to part shallow waters with a wave of your hand. You can part no more than 10 cubic feet of water per 3 ranks in this way.

Divine Spells

Breathe Water

Power Rank: 1

Range: Touch

Duration: 1 hour per success

Area: 1 Creature

Activation Time: 3

Defense: Divine

By means of this spell a priest enables a single touched creature to be able to breath water as though they normally breath air.


Water Walk

Power Rank: 3

Range: Touch

Duration: 1 turn per success

Area: 1 Creature

Activation Time: 3

Defense: None

Through the use of this spell you bestow on your self or another being the ability to walk on water as though they were walking on a solid surface. The subject of the power sinks 1" into the surface of the water as they walk. The weight of the subject is not important. If this is cast on a subject that is underwater they will travel to the surface at 100' per phase until they stand on the surface.


Wall of Water

Power Rank: 6

Range: 60'

Duration: 1 turn per success

Area: See Below

Activation Time: 5

Defense: None

Through the use of this spell you are able to summon forth a wall of water to rise up out of an existing pool of water. The wall of water is 5' thick, 5' high and 5' long per success. It is filled with raging water that cannot to pass through. Those that attempt to pass through the wall are violently thrown out of the wall. The wall is translucent, but vision is blurry at best.


Favorable Winds

Power Rank: 9

Range: 120 feet

Duration: 1 hour per success

Area: See Below

Activation Time: 30 Minutes

Defense: None

By means of this spell a priest is able to summon an air elemental to provide a strong wind to fill sails of a sailing ship. The wind generated doubles the speed of a ship if it is in a normal wind condition, otherwise it provides normal movement speed in a "no wind" condition.


Calm Oceans

Power Rank: 12

Range: Touch

Duration: 1 hour per Success

Area: 300' diameter

Activation Time: 1 turn

Defense: None

Through the use of Calm Oceans the priest is able to cause the waters surrounding a ship to become calm in stormy weather. The reverse of this spell causes a sea to become violent as though it were in a storm. This causes waves to rise above the ship threatening to sink it as well as slowing the movement of the ship by 3/4. All those on the ship caught in this must make an Agility check anytime they move, those that fail are thrown about. If anyone is caught on the decks of the ship must make the same Agility check at a TS of 2 per 5 successes the priest obtained in summoning this power.


Acid Fog

Power Rank: 12

Range: 80'

Duration: 1 hour per Success

Area: 60' + 5'/success (max +50)

Activation Time: 6

Defense: None

This divine spell summons forth a billowing mass of green mist within the area of effect. This fog slows down those traveling through it by half and all beings within the area are considered 75% concealed from each other. The fog also causes 5 points of damage per Charisma Modifier per phase to everything within the fog, except for flesh.


Submerge

Power Rank: 6

Range: Touch

Duration: 1 hour

Area: 1 Sailing Ship

Activation Time: 1 turn

Defense: None

Through the use of this divine spell you are able to cause a single sailing ship that fits within the area of effect to dive beneath the water as though it were a submersible vehicle. The power creates an air bubble with sufficient air to last for 1 hour per Charisma Modifier. This power does not protect the ship from attacks, and it must be sailed as it were still afloat. The ship travels via underwater sea currents.


Water Spout

Power Rank: 7

Range: 55'

Duration: 1 turn/Success

Area: 30' + 5'/success (max +50')

Activation Time: 5

Defense: None

Water Spout allows a priest to summon forth a water elemental to create a spinning vortex of water to form a tornado spout of water that causes damage and death. The priest can direct the waterspout once every 5 phases as a Move Action. The water spout does 30 points of damage to all things that it hits. Creatures smaller than huge are sucked up the funnel and thrown d10x100 feet in a random direction taking half falling damage as though they fell 60 feet.


Tidal Wave

Power Rank: 10

Range: 70' + 5'/success (max +50')

Duration: Instant

Area: 50' + 5'/success (max +50)

Activation Time: 6

Defense: None

Through the use of this spell you are able to cause the water around you to rise up like a gigantic wave and rush forward at 100' per move action (it may move no more than three times per combat turn). The wave must come from a large pool or greater in order to form. The size of the wave and its effects are dependent on the amount of water that the tidal wave has at its command. Tidal waves use all the water in the area, unless the area is larger than the wave summoned. You are able to create up to 10 size categories for the tidal wave, so long as there is sufficient water to supply the tidal wave. Each size category requires a base of 10 cubic feet and creates a single wave that is 5' high, 5' wide, and 2' deep. You may increase this size as you see fit and have the appropriate amount of water to supply it. It does your Charisma Modifier in damage for every size category you create.


Faith Abilities

Amphibious

Requirements

Ability Prerequisite: Swimming 80, Iron Body

Controlling Attribute: Stamina 80

Fatigue Cost: See Below

By means of this ability you are able to breathe water as easily as you breathe air. You must spend fatigue for each hour that you spend beneath water. You must spend 15 Fatigue per hour in this way.


Water Resistance

Requirements

Ability Prerequisite:

Controlling Attribute: Stamina 80

Fatigue Cost: 10 per use

Through the use of this ability you are able to increase your Magical Defense against any spell from the School of Water. You may increase your defense by +5 per 10 Fatigue Spent in this way. When you gain this ability your Magical Defense against water spells automatically increases by +10.


Water Bubble

Requirements

Ability Prerequisite: Damage Absorption

Controlling Attribute: Stamina 80

Fatigue Cost: See Below

Merit Point Cost: 300

You are able to wrap yourself in a translucent bubble of water that acts to further reduce any damage you take from any area effecting spells. This bubble reduces the amount of damage that you take by 3 points per 5 Fatigue Points that you spend in this way. In addition, you are unaffected by any type of gases or vapors. You may use this ability three times per day. This has an APC of 2.


Become like Water

Requirements

Controlling Attribute: Willpower 85

Fatigue Cost: 25 per turn

Merit Point Cost: 300

You are able to cause your body and all your equipment to suddenly become a pool of water. In this form you are able to move at double your normal speed you may also pass through cracks, seep through sand, or even penetrate through wood. You are immune to any form of physical attacks, but damage by fire causes double damage. You may use this ability as a Move Action.


Flood

Requirements

Controlling Attribute: Stamina and Willpower 95

Fatigue Cost: 30 Per Turn

Merit Point Cost: 300

By taking a full minute of concentration you are able to summon forth a deluge of water from nothing. This flood causes all water within 100' of you to suddenly rise into a torrent of water equal to 1'x1'x1' per Charisma Modifier. If there is no water within range, you instantly summon enough water to cause an area equal to 3'x3'x3' per Charisma Modifier to either rise from the ground or fall from the air. This flood causes all beings in the area to make a Strength check at TS of 6 or be swept away with the waters. Any object that is not somehow tied down is also swept away. Refer to Floods and Flash Floods in Legends of Kralis for additional effects. The flood rushes away from you at its top speed sweeping everything away.


Gear and Items

Priestly Vestments

Robes of the Sea: Enchanted to look like flowing water, the robes are scintillating causes all those within 15' of you and have direct line of sight of you to make a Willpower check at a TS of 4. Those that fail swoon as though they were sea sick making them Dazed. Every 5 phases those that failed are allowed a Willpower check to snap out of the Daze.

Priestly Implement of Service

Staff of the Deep: Carved from sea coral this staff is generally red or sea green. While using this staff all your damage causes your Charisma Modifier in cold damage. This damage ignores armor.

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